
Mines of Mars
A slow-burn Martian mining adventure that earns its mystery the hard way - dig deep enough and you will start to doubt everything you thought this game was.
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About Mines of Mars
My first hour with Mines of Mars felt like it was testing my patience on purpose. You drop into an abandoned mining outpost, grab a jetpack and a pistol, step through a portal, and start swinging a pickaxe at red dirt. The loop is as old as Motherload: mine, haul to the surface, smelt ore, craft better gear, go deeper. Nothing about that sentence should make you feel urgency. But somewhere around the second or third time I discovered a sealed metal wall that had no business being that far underground, the game quietly changed its shape. At its core this is a 2D procedural mining game sitting at the cross-section of Metroid-style exploration and old-school digging sims. You play Ridley, a grizzled miner crash-landed on Mars who finds an abandoned town and a peppy robot caretaker waiting where nothing should be alive at all. The surface base is your anchor: refuel the jetpack, smelt raw ore into ingots, cut gems, and craft upgrades at the workbench. Six relic statues scattered through the procedurally generated underground each unlock a dungeon entrance, and inside those dungeons are bosses and key fragments that push the story forward. The gravity mining mechanic adds a sideways angle to excavation, and the arsenal scales from a starter USP pistol through shotguns and revolvers as you go deeper. Enemies are sparse enough that each encounter carries genuine tension - you can hear them scratching through rock before you see them - and the limited field of vision keeps the underground feeling genuinely claustrophobic. Where the game earns its Metacritic 80 is in atmosphere. Evan Gipson's ambient soundtrack does something rare: it turns the rhythmic thud of a pickaxe into a meditative pulse rather than background noise. The pixel art manages depth and scale in a way that makes the world feel genuinely massive even when your character is tiny on screen. Discovering a huge vein of rarer mineral mid-descent is a small thrill that never quite goes stale. The mystery narrative, delivered through cryptic cutscenes and an oddball commander whose motivations stay suspicious for longer than you'd expect, gives the grind a reason to exist beyond the numbers. The honest friction points are real, though. There is no map of any kind, and getting lost without enough jetpack fuel to return to a portal means losing your entire haul. The early upgrade curve is slow, and players who bounce off the opening hour before the underground secrets start compounding may never return. Some have reported a resource scarcity problem mid-game where a procedurally placed ore vein simply did not generate enough material to progress without grinding an already-thin supply. The Steam release has a modest review count and a mixed aggregate, which is partly a reflection of its mobile-to-PC port history - the PC controls are genuinely better, and players who came from mobile felt the improvement immediately. Completionists chasing the museum artifacts and the Offering Pit gamble mechanic will squeeze more time out of it, but the game knows roughly when its story wants to end and mostly respects that. If you have ever lost an afternoon to Motherload or wanted Metroid to be more about the loneliness of excavation than the action, this quiet little one-developer gem repays the patience it asks of you. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- 7.0
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 500 MB available space
- Graphics
- Intel onboard graphics card or above
- Processor
- Intel or Amd 1.5 GHZ or above
- Sound Card
- Onboard sound card
Recommended
- OS
- OSX
- Memory
- 8 GB RAM
- DirectX
- Version 9.0
- Storage
- 500 MB available space
- Graphics
- Intel onboard graphics card or above
- Processor
- Intel or Amd 1.5 GHZ or above
- Sound Card
- Onboard sound card
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Game Info
- Developer
- Wickey Ware
- Publisher
- Crescent Moon Games
- Release Date
- Sep 10, 2018